Don't you think these are not very elegant techniques
which works some times and not other times. using
AND... OR makes the the system piece wise and puts it
away from naturality. Although I dont have a solution
to the problem right now, I think there's a lot of
scope for development of a rugged algorithms/software
to sync collisions and sound events.
--Manohar
--- DjArcas <djarcas at hotmail.com> wrote:
> oh, in ode, uhm *thinks*
>> Correct me if I'm wrong, but I think you want
> collision depth... you may
> well want to multiply that by the mass of the bodies
> involved tho.
>> I usually define collision impulse as 'the total
> amount of force added to
> the body this frame'
>> ----- Original Message -----
> From: <coberr at scottsdaleins.com>
> To: "DjArcas" <djarcas at hotmail.com>
> Cc: <coberr at scottsdaleins.com>; <ode at q12.org>
> Sent: Thursday, January 29, 2004 8:38 AM
> Subject: Re: [ODE] Easy Newbie Question
>>> >
> > Thank you for your response -
> >
> > It helped me alot, but now I have one more
> question:
> >
> > How do I calculate the CollisionImpulse? I can
> see how to get the
> velocity
> > and mass of both bodies, and the position,normal,
> and depth of the contact
> > points.
> >
> > I assume the CollisionImpulse is related to these
> quantities, but I am
> > still at a loss ....
> >
> >
> > Thanks again for any help or guidance, I really
> appreciate it
> > Bob
> >
> >
> >
> >
> >
> >
> > "DjArcas"
> > <djarcas at hotmail.com>
> To: <ode at q12.org>;
> <coberr at scottsdaleins.com>
> >
> cc:
> >
> bcc:
> >
> Subject:
> Re:
> >
> [ODE] Easy Newbie
> Question
> > 01/29/2004 10:06 AM
> >
> >
> >
> >
> >
> >
> >
> > ----- Original Message -----
> > From: <coberr at scottsdaleins.com>
> > To: <ode at q12.org>
> > Sent: Wednesday, January 28, 2004 2:38 PM
> > Subject: [ODE] Easy Newbie Question
> >
> >
> > >
> > > I have just started using ODE a little bit ago -
> and I think it is
> > > fantastic!
> > >
> > > However, I have a simple question:
> > >
> > > In my application, I want to play a sound when
> two objects collide. In
> > > this case, there are shapes bouncing on a plane.
> > >
> > > Initially, I have tried to play a sound
> everytime there is a collision.
> > > Specifically, I play a sound if dCollide()
> returns any contact points at
> > > all. dCollide() is called from a callback
> registered with
> > dSpaceCollide().
> > >
> > > The problem is that the sound is being played
> much too frequently -
> > > obviously many contact points are created within
> any given small
> > timeframe.
> > >
> > > The solution I am considering is to only play a
> sound if there is a
> > > collision AND a certain amount of time has
> elapsed.
> > >
> > > My question is whether this is the best
> approach.
> > >
> >
> > Well, that's how I did it on Gumball Rally, Rally
> Fusion, MotoGP,
> > Burnout2... :-)
> >
> > The only thing you want to add to that is AND
> CollisionImpulse < minimum
> > collision impulse.
> >
> > A slightly more elegant system is to say 'if there
> is a collision and a
> > certain amount of time has elapsed and it's above
> the threshhold OR there
> > is
> > a collision and it's impulse is above the
> threshold AND it's more than a
> > certain amount above the last time AND the time
> hasn't elapsed yet' - that
> > stops you missing out a huge impact just because
> there was a tiny one a
> > fraction of a second earlier.
> >
> >
> >
> >
> >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org> > http://q12.org/mailman/listinfo/ode> >
> _______________________________________________
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